• world at war with red dot units

    3
    0 Votes
    3 Posts
    647 Views
    A
    Thank you very much
  • Which mods have tech trees like age of tribes?

    8
    1 Votes
    8 Posts
    1k Views
    Teddy SelfT
    Thanks for the info, if anyone is interested in this scenario I have altered just tell me where to upload it. You will play as northern starting on turn 2.
  • Need Relief Tiles

    39
    0 Votes
    39 Posts
    9k Views
    MirkoBrunerM
    @Schulz Nice, I have added to shades of "shores" so far but I still don't know exactly what it would be the best approach. Thanks!
  • Churchill's 1939

    11
    0 Votes
    11 Posts
    2k Views
    RogerCooperR
    @JOSEPH-PRINCE Try this http://www.rogercooper.com/churchills_1939.zip There is no point to sending the xml, as I have not changed the xml. To make this work, you will need to create art for antitank and tank_destroyer. I don't know of any scenario that used those unit types. The Benelux flag is from https://en.wikipedia.org/wiki/Flag_of_Benelux.
  • Operation Unthinkable and Operation Dandelion

    31
    1 Votes
    31 Posts
    8k Views
    RogerCooperR
    @Major-Arcana The historical situation was fairly interesting. With many US troops withdrawn from Europe, the British government was estimating the Soviets had a 2.5 to 1 superiority in ground forces, but the Allies were superior in the air. Could the British hold the line until the US redeployed? A good scenario for Europe-only game, especially with more realistic air rules. For a world game, one could add Communist guerillas popping up and the Japanese continuing the Pacific war.
  • new_world_order_lebowski_edition missing image

    5
    0 Votes
    5 Posts
    823 Views
    F
    @LaFayette I could also just leave it white and let Russia have a special one. I don't know how to hue shift.
  • Iron War: Europe - Official Thread

    67
    4
    2 Votes
    67 Posts
    41k Views
    F
    Been playing Europe instead of the whole world. Couple of thoughts. I am playing all of one side against the AI. Seems to favor the axis quite a bit. As the allies it went to turn 15 before i was tipped the scales. As axis, i feel like i am in the winning position on turn 5, just a matter of time. I think part of that is the size of the navies. The rally points from IW could be a good addition to this map. USA had difficulties finding a place to put a new factory. Germany and USA had fairly similar colors. Germany was also similar to one of the Balkan nations, but that isn't as big of a deal, as they are allied. After like 2 turns, iron was not much of a factor for me. I don't know how much you wanted that to be a factor, but the fuel is what really limits things for me. AI seems to use more of its iron though. SS troops seem to need a higher TUV value. They are picked first for casualties.
  • Question about triggers

    4
    0 Votes
    4 Posts
    787 Views
    F
    @Mas-N invert values: true or false. default if missing is false. if true, this attachment's condition will be reversed (does not reverse the effect). line 2922 of POS2. Wouldn't that do what you want? Or am i reading something wrong?
  • Single Player Maps

    5
    0 Votes
    5 Posts
    2k Views
    RogerCooperR
    @AprilForever It is fun to play Australia and to optimize its play. Well-timed attacks and retreats can throw the Japanese off-balance and divert the Japanese enough to give the Allies victory. I general, it is more fun to play one of the Allies with everyone else on AI and try to depend on your AI allies.
  • World War II v5 1942 Second Edition

    43
    0 Votes
    43 Posts
    20k Views
    SchulzS
    I've saw overall negative views for this map campared to revised and anniversary no idea if it because of balance or fun issue. The vanilla one is biased towards Axis. Even inTR set up they still give 6 bid to allies. I think it would be better with Italian presence and reducing armour cost to 5.
  • Air battles question

    2
    0 Votes
    2 Posts
    634 Views
    wc_sumptonW
    @ff03k64 In the unitAttachment there is the 'canAirBattle' option. Setting it to 'true' should allow those unit to participate in air battles prior to the normal ground battle. Cheers...
  • 0 Votes
    8 Posts
    1k Views
    T
    @eregister I looked at that save. The USA player doesn't have the buyTank production rule. Looking through the history, it doesn't show a trigger having run after the armour technology was gained. I looked at other turns when technologies were purchased and I don't see any triggers running after the technologies were purchased. I played one round where I used "edit game" to give the armour technology to USA. After the technology activation phase, the history showed the trigger having run. What version are you using? And could you make a save on the turn after you purchase the armour technology?
  • canNotTarget/canNotBeTargetedBy on Attack/Defense

    5
    1 Votes
    5 Posts
    1k Views
    RogerCooperR
    @Trevan That looks like a good generalization of the AA rules.
  • New Scenario: Axis & Allies & Zombies (AAZ)

    5
    5 Votes
    5 Posts
    3k Views
    RogerCooperR
    Here is the fixed version. AAZ.zip
  • CanalAttachment not Working

    canalattachment
    2
    1 Votes
    2 Posts
    601 Views
    wc_sumptonW
    @RogerCooper I did not find a connection between '18 Sea Zone' and '29 Sea Zone' for 'Suez Canal'. Also there is no connection between '20 Sea Zone' and '12 Sea Zone' for 'Panama Canal'. There is a connection between '18 Sea Zone' and '19 Sea Zone' for 'Turkish Straits'. Maybe adding the following connections will help. <connection t1="18 Sea Zone" t2="29 Sea Zone"/> <connection t1="12 Sea Zone" t2="20 Sea Zone"/> Not sure just guessing here. Cheers...
  • No relief tiles

    5
    0 Votes
    5 Posts
    1k Views
    TheDogT
    @ff03k64 Im on Windows 10, Java 11.0.6 and AAA=2.3.21895 I too had to dl it, it works for me, I too have never played it.
  • Is 1941 better year than 1942 for WWII scenarios?

    3
    0 Votes
    3 Posts
    1k Views
    RogerCooperR
    In general, 1941 has more options than 1942, while 1940 can have too many options, making it hard to balance the game. On my Wiki here my articles by year (not all are scenarios) 1937 5 1938 0 1939 124 1940 73 1941 204 1942 233 1943 11 1944 21 1945 16
  • 0 Votes
    4 Posts
    747 Views
    TheDogT
    @Trevan Thanks! Im on your factory building v2.3.21895 I will raise an issue on GitHub.
  • Game Crash when air units in battle

    11
    0 Votes
    11 Posts
    2k Views
    LaFayetteL
    Thanks for finding that. I think the fix is for AA to not shoot at air transported units. On the flip side we should be sure they are removed as casualties if the transport is shot down.
  • Need help to convert an old game

    6
    0 Votes
    6 Posts
    3k Views
    SchulzS
    It works now perfectly, unfortunately both Great war and GW1918 lack of png image. How do I can create relief tiles?

Recent Posts

  • @djggml
    Short answer no,.
    Please post these files
    map.yml
    pact_of_steel_233.xml
    here.

    read more

  • @TheDog --- hey thanks for the reply.
    Yes
    in the map.yml

    i had this

    {game_name: Pact of Steel, file_name: pact_of_steel.xml} {game_name: Pact of Steel 2, file_name: pact_of_steel_2.xml}

    it is still not working with my modified .xml that i put in
    triplea\downloadedMaps\the_pact_of_steel\map\games -

    here it has Pact_of_steel and Pact_of_steel 2 and my modified xml that I call Pact of_ Steel_ 233

    so I and added this in the map.yml file

    {game_name: Pact of Steel 233, file_name: pact_of_steel_233.xml}

    it is now loading my game- but when i try to play it- i get this error message
    Failed to find game file: pact_of_steel_233.xml, within directory tree rooted at: C;\Users\djggm\triplea\downloadedMaps\the_pact_of_steel\maps\games

    any other ideas ?
    Thanks

    read more

  • @iratoric Oops, I did miswrite that. Artillery has 1 movement as well.

    There will already be 8 historical and permanent sea mine zones. I'm mostly concerned about how to represent the Battle of the Atlantic. One idea is that 6 sea zones could each have a 1/6 chance to spawn a German submarine every round. But playing that kind of whack-a-mole game as the Entente sounds frustrating.

    The laziest solution is simply giving the Germans an unhistorically large number of submarines in the Atlantic from the beginning.

    read more

  • @Schulz I assume that this is attack/defense/movement? It definitely looks like attacking on land will be hard, which gives a good impression of WWI. A few points:

    Why does artillery have 2 movement points while light artillery has only 1? I would expect the opposite. I feel like this could do with one more sea unit besides cruiser/battleship. Maybe a torpedo boat or a minelayer sub?
    read more